TURBANELLOS said:I have designed these parts of forge town and I prepare to make a new mod of Heroes III. It could not similar with HotA, WoG or VCMI. I just change the programs of original H3.exe and add a new town in it..

Great looking dwellings!
What for town background image for this Forge?
Will you use existing Forge background?

PS How Dwelling 1 will look? Is it not ready yet?

I am sorry it has not been already prepared.
And I also need to draw new background, but it could not have great difference with original one. I designed the forge town like a port so it may have some water parts.
____________
Making a new mod..

Hey TURBANELLOS amazing work but why do you exhibit it into someone else's project thread?

@Fred
Man such a weird impression to see Forge units with Stronghold background
There is one thing I'm not sure I understand though, Naga Tanks upgrades to Juggernauts?
____________Even Italian restaurants seemed to betray me. -Neraus

and the reason the naga tanks upgrade to juggernauts, is because i wanted both, and i wasn't willing to only have a juggernaut replacing the ghost behemoth. this way, i get the best of both worlds; besides, the sounds for the ghost behemoth are taken from the ancient behemoth. it only makes sense(for the juggernaut and the dreadnaught to both exist).

don't forget you have that other account, turbanellos. if you forgot your password, feel free to post your stuff in this thread while you wait for mods(or valeriy?) to unlock it for you. there's plenty of room.

you can just move your stuff there after you get your other account up and running; that's what i did once i was told the Forge thread i was using before this one had become the VCMI Forge thread.

fred79 said:don't forget you have that other account, turbanellos. if you forgot your password, feel free to post your stuff in this thread while you wait for mods(or valeriy?) to unlock it for you. there's plenty of room.

you can just move your stuff there after you get your other account up and running; that's what i did once i was told the Forge thread i was using before this one had become the VCMI Forge thread.

I see. But I don't need to use my previous accout.Maybe I can wait for serveral days or reply some other threads. I will send my own mod here before Christmas day. Thanks for your support and I apologize for replying here..

If you have some models for forge town, could you provide some of them for me? I also need some models for forge..but it is difficult for me to make it.
____________
Making a new mod..

...why would you not need your old account? it would allow you to do what you want to do, wouldn't it? if you release a mod in this thread, it won't be as easily found; if instead you created your own thread, nobody would have an excuse not to find it, should they be looking for it. what you suggest is like nike shoes being sold in a reebok store. sure, they're both shoes, but customers are in a reebok store to buy reeboks.

i just realized, if you wanted your own thread and didn't want to use your old acct, i could just make the thread for you so you could put your work there. do you want me to do that?

fred79 said:@ turbanellos: the forge stuff is all over the net(you can try here at hc, and at the df2 forum). i don't know if all the links are still up though, so let me know if you can't find any useable links.

...why would you not need your old account? it would allow you to do what you want to do, wouldn't it? if you release a mod in this thread, it won't be as easily found; if instead you created your own thread, nobody would have an excuse not to find it, should they be looking for it. what you suggest is like nike shoes being sold in a reebok store. sure, they're both shoes, but customers are in a reebok store to buy reeboks.

i just realized, if you wanted your own thread and didn't want to use your old acct, i could just make the thread for you so you could put your work there. do you want me to do that?

Oh that is great for you to make the thread for me.But I need some other works, some of my 'team members' do not have a preparation for the new mod..and I also need to do some of my tasks in the real life.

I know your means about example of Nike or Reebok..You know some of shoes in Australia are not as expensive as they in China..Maybe in China people often get a "brand value" so they are willing to pay more in the same shoes(but it is no use)..

I suppose that if I can do a good job no one need to know who am I, whatever old account or new account.I still show my appreciation for you.

Forgive my English..Although I went here for almost 2 years I still cannot use English frequently. That is my new design:

Capitol and Technical Academy.
Techinal Academy is just like Conflux's, but it can teach heroes the skill includes offence, defense, tactics and resistance.

Capitol has some similarities as old Forge, but I wanna design it as a science fictional style.____________
Making a new mod..

i made you a thread. i hope it is satisfactory; i placed your posts there, as well.

---------

damn it. i'm working on the looping sounds for the adv map dwellings now. i have the naga tank dwelling sound mostly done(i was going to add more robotic sounds to it, but realized that since it's a naga tank they'd be building, metal sounds would make more sense). having gotten that sound to loop right, i started working on the sound for the launchpad. and for the sake of pete, i can't get it to loop without making an audible "click". and what doesn't make sense, is that you can only hear this click in Audacity if you play it on loop, and in certain squares around the circumference of the object in-game. it doesn't play that click everywhere your hero is(in some squares, there is no click at all, and everything runs fluidly; it is only in 2 se squares that the click is heard), and damned if i know why.

edit: lol. i'm better at this than i thought i was. i found where the click was coming from; it was coming from a sound NWC made: "LOOPMON2.wav"(a 2-way portal sound). i fixed the click in that sound, and now everything's running smoothly(the fact that i subdued the click in the launchpad as much as possible is good, because the now very faint noise is inaudible in-game). the portal was halfway between the 2 spots where you could hear the click(i was narrowing down the reason for the noise), and if i stayed on the portal, the click was more audible. odd, how i never noticed it before. you can see the click plain as day in the audio editor.
-------
and now i have another issue. i'm making the sound for the dump site dwelling, and i'm using a perfectly-looped cicada clip(i'm getting better at looping sounds; i've found that continuation in the wavelengths are vital. where one leaves off, the other must follow, and in the same pattern; which should have been obvious to me from the start. i'm such a knucklehead). i've tried subduing the entire sound, lowering the decibels, everything. but in-game, it sounds like a layer of static plays over it. i wonder if the game just can't handle the sound itself? i've tried lowering it so much, that it's obvious that the game is bringing it back up to the original decibels to compensate(which is what may be creating the static). it plays fine in the editor and audacity, but in-game it sounds screwed. it can't be the format, since i use the same format to make all the sounds, and the rest of them work just fine.

i hope i can get this fixed, because the sound is perfect for the dwelling(outside the game, anyway).
------
took a break from the sounds(last i have to do, besides fixing the dump site sound, is the cyber-dead dwelling sound), to do some more fine-tuning on the my townscreen and buildings. i have them pretty much how i want them now(aside from the dump site still not being done, and maybe dropping either the sharpness or the contrast a tad on the cyborg machines), so i started isolating the frames for defs; which is what i'm doing now.
------

still isolating the frames for defs, improving frames as i go. i added some more garbage detail to the two biggest piles, as they were rather bland and nondescript(the bigger pile on the left became wider, so i have to cut out the mage guilds from their background now; at least the parts that don't include the sky in them).
-----
continuing isolating the frames. i fixed the mutant and radiated trees, as blurring them somehow lightened their edges. still tweaking as i go along.

current townscreen:

i cut a few dwellings out(that had old background blending leftovers), and doctored much of the townscreen(recolored, recontrasted, rebrightened, retouched, and moved around to help break up the clustered look). i'd post a large gif to show the progress i've made since beginning this mod, but i can't find a program worth a snow when making large gifs without losing quality.

i still have to retouch the castles, hone the town halls, and cut unneeded background from the mage guilds; as well as fix the improper lighting on the radar, yet. i'm working on a new grail, but so far it isn't satisfactory, so i haven't included it in the screen.
-----------
still working on the townscreen. currently working on the castles, and debating whether or not to remove the lights entirely from them. the castle is the defining central feature of any faction. i think it'll be fitting to make it uglier, and less refined. i'll do comparisons to see if it'll work out graphically. if not, i'll try to find a middle-ground; as the current castles are much too bright and polished for my taste.
------
did some work on the initial castle for the townscreen the other day. been busy with other stuff as well, to keep me from getting disinterested in modding.

fred79 said:would you be able to make another dll, if i were to show you the townscreen building's positions?

https://dl.dropboxusercontent.com/u/61759222/HoMM/relocator.rar

i'm working with the relocator now. i'm having an issue moving 2 dwellings. i change their y(which i'm guessing is the vertical) numbers in the .ini file, but the dwellings aren't moving. does that have anything to do with the "unk=0", as in "[TOWNXX_BUILDINGXX]Unk=0"?

the objects i'm referring to, are the black knight(now mummy) dwellings, for the necropolis. i already got the town and building numbers from erm help(necropolis is 4, black/dread knights are 35 and 42).

can you explain to me what i'm doing wrong, and why the buildings aren't moving? is it because i have a number flubbed somewhere, or is it because of the "unk-0" entry? because i haven't changed that yet, as i can't find it in erm help.

my mistake, the ini file's in the folder before the "eraplugins" folder(not with the "H2SW_towns.era" file). but that's how it installed. did it just install incorrectly, or what? i'm running it on 1.8+wog, which is what i thought you guys made this mod under.

i checked it after moving the file, and it made no difference. i'll try it with 2.46, and see if it works.

i run 1.8, because that's what i installed when i first found this forum. i've been running it since, because constantly modifying the h3sprite.lod(which contains the wog stuff in 1.8), is much easier than opening up two lods from two seperate folders, and messing with them. using 2.46 for all the changes i made would have taken twice as long, at least. with 1.8, i'm only messing with one lod/bitmap, etc. much more efficient when i'm making quick and permanent changes. and i don't have to pack/repack an addon or mod every single time i make a change(which is frequently).

well, i tried checking it with 2.46, but 2.46 won't run, for some reason(removed the mod, same problem, so it doesn't have anything to do with the mod). i have some more figuring to do.

-------
edit: on a more subject-related note, i worked a bit on the initial castle for the townscreen, trying to improve the areas that are too light. sadly, the same formula doesn't work for the other two castles. so i'll most likely have to reskin them(or at least the bad areas), which will be tedious, but necessary.

it's on hold for now; as the townscreen castles are unsatisfactory, and i have yet to figure out a way to fix them without an impossible amount of tedium. it's also on hold until i figure out why i can't reposition the townscreen dwellings appropriately.

on the plus side, the creatures are all scripted; with only a few scripting tweaks to add.

after the above is out of the way, i can get into scripting sounds for the adventure map dwellings, and working on the Forge artifacts and other various objects.

but i'm not abandoning the project by any means, if that's what you're wondering. i just have a lot of things i can do while i'm stewing over how to fix the issues preventing me from progressing further(i can't stand being stagnant for any period of time). when i run into an issue, i usually distract myself with other work, then come back to the problem halting progress in that particular vein periodically. hopefully, with a fresh outlook on what should be done and how, to remove obstacles.